Darthcaboose

Darthcaboose

Joined Member # 2418906
2 Posts 37 Replies 242 Reputation

[quote who="GoaFan77" reply="1" id="3120611"]The amount of ships you can build depends on your research. However, increasing your fleet supply reduces your income by a certain percentage, up to 75% at the highest level. Thus its impossible for your income to be negative, but if you increase your fleet supply to fast your economy you'll be vulnerable if you need to quickly spend a lot of resources (I.e. your fleet got destroyed).[/quote] Well, provided you've bee

8 Replies 5,413 Views

The level of discourse over what "Chance to resurrect: 10%" means over a limited sample space of ships is all said and good. The tech is, in my mind, a 10% hp boost to your cannon fodder, though we'll all be much happier to see an expensive frigate being resurrected over a scout ship. [quote who="GoaFan77" reply="2" id="3126512"]Well, Return of the Fallen is Free, that's going to be a big factor. And Resurrection is for 5-10 minutes, so thats enough to take part in a batt

57 Replies 63,518 Views

[quote who="Ekko_Tek" reply="4" id="3125838"]Some of the older Advent voices sound the best in the game (which isn't saying a lot - the voice acting is pretty B-movie like overall) but the new ones on the corvettes are like anime rejects. The TEC voices and lines crack me up sometimes with how cheesy they are: "Secure the passengers!"[/quote] I dunno, some of the quotes are quite memorable. Not in Rebellion yet, but the Vasari had some fantastic voice acting. "Searching a

31 Replies 96,751 Views

What a cool concept! Commander view is a bit like the marine commander view of Natural Selection & Natural Selection 2. Can't wait!

15 Replies 35,691 Views

[quote quoting="post"] So I've slowly been figuring out how to make other empires like me but I can't figure out how to get my own rating of them up to even positive levels. It seems like I'm at the mercy of the AI doing my missions and sending envoys. I have the other empire's rating of me at around 10 but that doesn't let request any agreements or pacts. [/quote] This is actually not a problem for me at all, even when playing versus

4 Replies 8,684 Views

[quote who="Agent of Kharma" reply="1" id="2549435"]Give them cash and/or minerals?[/quote] Giving them resources will give you a maximum of +3 boost with the right research, though this does deteriorate slowly over time. Doing missions will also keep you at the maximum of +3 (I think...). Likewise, keeping your military force strong will stop that negative modifier from affecting your relationships too much. But yeah, they'll need more planets for you to sustainably increase

3 Replies 2,193 Views

There is a limit to how high standings will go. If you're playing with humans, you already start out at 10.00 standing. You can use envoy ships to bump up your standing by 1.50 for each planet (you only need one envoy ship on a planet to maintain this rating, but many envoy ships can be sent to a single planet to quickly build it up). Also, I'm not 100% sure about this, but giving resources only gives up to 1.00 standing increase (which can further increased by doing the appropriate research

1 Replies 2,208 Views

[quote who="GoaFan77" reply="30" id="2519206"] Quoting Agent of Kharma, reply 29 This is free trade propaganda. Free trade is wiping out the American middle class. Millions of good jobs are gone and will never come back. Free trade is also destroying the dollar, because free trade is responsible for the accumulation of the massive trade deficit. The only "amazing benefits" you speak of are to corporate CEO bonuses, and the Chinese. In the sho

349 Replies 1,245,308 Views

I'm not sure how it works with the AI but rejecting a demand for providing gifts usually has dire consequences. Perhaps the AI is more receptive to following demands if the player requesting has a larger army than the other side?

4 Replies 4,266 Views

[quote who="wbino" reply="5" id="2504162"] Quoting Darthcaboose, reply 4 Quoting wbino, reply 3 I really don't understand Diplomacy, in a game where there are 3 races, you befriend one side and spend all those points to better a relationship. Then as soon as the third race is defeated then what? Are Envoy cruisers from that point on in a 1x1 game no longer neccesary? And you cant send pirates on missions when there are just two teams left?<b

6 Replies 14,325 Views

The pirate missions are awesome! However, if you end up sitting on a pile of credits, you can definitely get some very strong pirate fleets out there. Not sure what pirates do after they bombard / obliterate everything in the gravwell. I thought they always just stay behind and guard that gravwell much like the rebels that surround the various planets at the start of the game. Using them to backstab your ally is a great use as well, though it's a good thing you can't do that in an all

3 Replies 4,245 Views

[quote who="wbino" reply="3" id="2503797"] I really don't understand Diplomacy, in a game where there are 3 races, you befriend one side and spend all those points to better a relationship. Then as soon as the third race is defeated then what? Are Envoy cruisers from that point on in a 1x1 game no longer neccesary? And you cant send pirates on missions when there are just two teams left?[/quote] The Sins of a Solar Empire backstory for Diploma

6 Replies 14,325 Views

[quote who="thegrinner" reply="3" id="2503354"]I have a similar question relating to those values. I've noticed that checking two different factions tabs will show different values in relation to each other. Does it show how the selected faction feels or how the smaller portraited faction feels about the selected faction?[/quote] I wrote about this in another thread. In the "Manage Pacts" screen, the two numbers you see are the relationship values between the two factions (i.e. betwee

5 Replies 2,992 Views

You'll also want to research the upgrades to the envoy cruisers at some point. These appear as techs in the faction's appropriate "Diplomacy" research tree as having the envoy cruiser tech as a prerequisite. In its current state, all of these techs are activatablle abilities that provide the allied or enemy owner of the planet where your envoy is at (note: you can't use the abilites of your envoys on your own planet) with additional benefits. One really great one the TEC has is a 50% increase

6 Replies 14,325 Views

So the first hotfix is out on Beta 3. Seems like "Worthy Cause" can now only be used on allied or enemy planets as intended, yay! Of course, if you're playing a locked team game, you'll definitely be shipping those envoys off to your closest allied's homeworld to start the money making. Against the AI in unlocked games, I'm still able to rush up to "Worthy Cause" and use that well. I simply rush my nearest neighbour with all my envoys, queue the Benny Hill theme song, and have them fl

13 Replies 8,083 Views

[quote who="LikeTheWhirlwind" reply="4" id="2500618"]We're going to be adjusting the credit income from Worthy Cause soon, as well as making it only usable in enemy or allied gravity wells. It is currently not working as intended.[/quote] Awesome! Any chance the Vasari and Advent cruiser tech costs will be brought in line with the TEC's? (i.e. the number of civilian labs needed for those techs reduced)

13 Replies 8,083 Views

Just some thoughts I've had tinkering around with the Beta 3 today. I'm fully aware that not everything's done yet and things need to be balanced out and, hey, most of my observations'll probably be rendered moot in a future beta, but it all deserves some mention. Worthy Cause, the envoy ability that generates 300 credits per 30 seconds, is now a level-2 diplomacy tech; all a TEC player needs is 2 civilian labs and to research both the envoy ship and the ability. While probably not su

13 Replies 8,083 Views

[quote who="Yarlen" reply="2" id="2470000"]TEC players will have options along these lines with their Envoys and Pacts.[/quote] Cool! But is it going to be as direct as the OP mentioned it, or is it more of a subtle, indirect, once-every-minute ability for envoys or tiny percentage (10% of what you make gets shared-esque) in pacts sort of thingy?

11 Replies 7,586 Views

Unless this info is seriously outdated, I think that each unit of population = 0.025 credits/sec, such that 40 population = 1 credit/sec (this is without allegiance, which acts as a simple multiplier to the final tax amount). https://www.sinsofasolarempire.wikia.com/wiki/Resources Darvin3's method is right on the mark, getting two population upgrades will stop the underdevelopment tax for all planets (except asteroids and dead asteroids). If time and conditions permit, try and

13 Replies 12,890 Views

The Black Market screen is the best way to go when you want to sell resources; in the long run, you can earn up to twice the credits on these resources by putting them up and waiting for someone to buy them rather than sell them directly. You're probably right about the new pirate missions, I'm thinking we'll most likely get to play with those options in the pirate screen.

4 Replies 5,450 Views

Well, GPG and Stardock just finished up with fixing most of the proxy server issues with Demigod. Actually, to be honest, I'm not even sure if Stardock was 100% involved with that; nor how much Ironclad's been related to that if any. However, I know that GPG + Stardock IS working on a free expansion to Demigod. Hopefully this coming week should reveal more as they can move on to more creative pursuits for Sins. [e digicons]:D[/e]

15 Replies 33,673 Views

Yup, trying to mass-rush a capital ship or a starbase with Advent scout's martyrdom ability is a bit of a pain, especially since by the time the first scout's blown up, the damage has probably been easily repaired.

6 Replies 3,214 Views